Abilities:
His Forceballs do 1 hex of knockback for every point of damage rolled. However, they only do knockback.
But if the person is slammed into an immovable object like a wall, then they risk taking collision damage.
The Forceballs automatically hit and roll vs DX or IQ minus the number of bounce (up to 10) in order to get an active defense against the attack.

His bouncing advantage means that he subtracts 15 hexes to knockback due to any slam attacks.